I have renamed the 0.9.7 scenery tree on the ftp server to 0.9.8. There
is no change other than the new version number so if you have already
downloaded 0.9.7 scenery, there is no need to redownload the new
scenery. I am currently working on fully populating the rsync scenery
server with all
David Luff wrote:
http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.html
It requires openGL-1.2 for the patch to take effect, which I don't have on
Cygwin. If your SGI is openGL-1.2 capable, then perhaps you could see if
it makes any difference on your system?
On 12/16/04 at 12:16 PM Curtis L. Olson wrote:
David Luff wrote:
I've commited a work-around to the base that wraps all the symetrical
runway panels in the v direction (everything except the threshold panel
has
identical upper and lower borders, and so can safetly be wrapped in v
given
that
David Luff writes:
I guess I'd better go and see what it looks like on an NVidea card now...
Well, I've had a very good pan round the Chicago scenery in the ufo with both
the old and new materials.xml on a Linux box with a Geforce3, and I can't find
a shred of difference in any of the
On Thu, 16 Dec 2004 23:04:30 +
David Luff [EMAIL PROTECTED] wrote:
Well, I've had a very good pan round the Chicago scenery in the ufo with
both the old and new materials.xml on a Linux box with a Geforce3, and I
can't find a shred of difference in any of the runways, regardless of
On 12/16/04 at 11:43 AM Martin Spott wrote:
David Luff wrote:
http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.
html
It requires openGL-1.2 for the patch to take effect, which I don't have
on
Cygwin. If your SGI is openGL-1.2 capable, then perhaps you could see
David Luff wrote:
On 12/16/04 at 11:43 AM Martin Spott wrote:
David Luff wrote:
http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.
html
It requires openGL-1.2 for the patch to take effect, which I don't have
on
Cygwin. If your SGI is openGL-1.2
David Luff wrote:
It requires openGL-1.2 for the patch to take effect, which I don't have on
Cygwin. If your SGI is openGL-1.2 capable, then perhaps you could see if
it makes any difference on your system?
Hmmm this is IRIX-6.5.22:
sirius: 22:33:55 ~ glxinfo
display: :0.0
server glx
On 12/5/04 at 9:21 PM Martin Spott wrote:
David Luff wrote:
Completely off topic, your screenshots look like you're getting dark
lines
at runway texture boundaries similar to what I see on an ATI machine,
but
not on a NVidia machine. Are you also on an ATI card, and am I correct
in
Dale,
that sound good if you could send them it would help
thanks
jason cox
On Wed, 2004-12-08 at 23:15 -0800, Dale E. Edmons wrote:
Jason,
Jason Cox wrote:
Curt,
In my on going quest to compile local scenery, I was wondering if you
just run a script that makes all the scenery or
Jason,
I sent the scripts to you directly. I didn't know if mail list would
take them.
Let me know if you get them to work. Under the current CVS most of the
airport don't show up after a bld-scenery (last time I checked). I
haven't had
time to look into it but I think Curt is still working
Martin Spott wrote:
David Luff wrote:
Completely off topic, your screenshots look like you're getting dark lines
at runway texture boundaries similar to what I see on an ATI machine, but
not on a NVidia machine.
[...]
My screenshot was made on an SGI Octane MaxImpact, no ATI, no NVidia -
On 12/5/04 at 5:35 PM Martin Spott wrote:
Martin Spott wrote:
I had a quick look at my favourite airfield yesterday and I saw that
the modified airport generator somehow shows similarities to TaxiDraw:
They both don't render stopways.
Would someone please be so kind to comment on this
Martin Spott wrote:
Would someone please be so kind to comment on this claim ? Did I get
things wrong or is it actually the case that the airport generator
'forgot' to create these stopways ? Can anyone confirm the assumption
that the stopways are missing - for example by comparing a known 'real'
David Luff wrote:
There appear to be no stopway textures in the FlightGear base package, so
without digging through the genapts runway generation code (yet) I'm
guessing that stopways aren't supported by genapts yet.
Ah, fine - I already thought I'd be crazy probably I actually am
so
Selon David Luff :
Completely off topic, your screenshots look like you're getting dark lines
at runway texture boundaries similar to what I see on an ATI machine, but
not on a NVidia machine. Are you also on an ATI card, and am I correct in
thinking that Andy Ross might have once produced a
David Luff wrote:
[...] The latest TaxiDraw
code shows stopways as an ugly shade of yellow ochre BTW [...]
That's great ! To complete the picture, would you consider to add a
visual marker for the threshold ? Probably you could later add a
property to this marker that connects to the - if
Martin Spott [EMAIL PROTECTED] writes:
David Luff wrote:
[...] The latest TaxiDraw
code shows stopways as an ugly shade of yellow ochre BTW [...]
That's great ! To complete the picture, would you consider to add a
visual marker for the threshold ? Probably you could later add a
Curtis L. Olson wrote:
I am currently working on building the latest round of world scenery for
FlightGear. I'm not done, so don't consider this to be the official
announcement. However, for those that want to get a jump on the
competition, you can find the new scenery here:
I had a
Curt,
In my on going quest to compile local scenery, I was wondering if you
just run a script that makes all the scenery or do you do each step
individualy ?
If you do run a script, is it posible for you to release it to the list
or on FlightGear ?
thanks
jason cox
On Thu, 2004-12-02
Jason Cox wrote:
Curt,
In my on going quest to compile local scenery, I was wondering if you
just run a script that makes all the scenery or do you do each step
individualy ?
If you do run a script, is it posible for you to release it to the list
or on FlightGear ?
thanks
jason cox
Jason,
I
On Fri, 03 Dec 2004 14:40:12 -0600, Curtis wrote in message
[EMAIL PROTECTED]:
..the size, is like last one, or will this new build be much bigger
than the 0.9.5 scenery? (~12.6G)
--
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his
Arnt Karlsen wrote:
On Fri, 03 Dec 2004 14:40:12 -0600, Curtis wrote in message
[EMAIL PROTECTED]:
..the size, is like last one, or will this new build be much bigger
than the 0.9.5 scenery? (~12.6G)
I haven't looked closely, but it should be pretty similar.
Curt.
--
Curtis Olson
I am currently working on building the latest round of world scenery for
FlightGear. I'm not done, so don't consider this to be the official
announcement. However, for those that want to get a jump on the
competition, you can find the new scenery here:
Hi,
I've just downloaded the DATA directory in CVS; while in the old scenery configuration
the elevation data and the objects were in the same directory, I've noticed that now
they
are splitten into Terrain and Objects. I've started a flight in KSFO, where there
are some models, but they doesn't
Luca Masera wrote:
A : flightgear-devel
I've just downloaded the DATA directory in CVS; while in the old scenery
configuration
the elevation data and the objects were in the same directory, I've noticed that now
they
are splitten into Terrain and Objects. I've started a flight in KSFO,
Durk Talsma wrote:
On Wednesday 09 June 2004 23:30, Ampere K. Hardraade wrote:
The MD-11 is still in progress. The current version on the CVS is just a
plain model, and is lacking UVW mapping coordinates (because I didn't add
them). This is why you are seeing all those texture coordinate
Jacek wrote:
Durk Talsma wrote:
In a strange kind of way it was kinda satisfying to see all these
reports about these console messages coming in last week, because it
indicates to me that the traffic manager is really running silently in
the background and hasn't yet led to any major
: [Flightgear-devel] New Scenery - a few notes
Hi,
I've got by cvs fg data today. My fg compiled from cvs a few days ago
doesn't see the new scenery.
So I've just done a new compilation from cvs. At first it gave:
bash-2.05b$ fgfs
Initializing OpenAL sound manager
WARNING: ssgLoad3ds
-devel] New Scenery - a few notes
Hi,
I've got by cvs fg data today. My fg compiled from cvs a few days ago
doesn't see the new scenery.
So I've just done a new compilation from cvs. At first it gave:
bash-2.05b$ fgfs
Initializing OpenAL sound manager
WARNING: ssgLoad3ds: Texture
The MD-11 is still in progress. The current version on the CVS is just a
plain model, and is lacking UVW mapping coordinates (because I didn't add
them). This is why you are seeing all those texture coordinate missing
messages. The game will not be affected in anyway, so don't worry about it.
On Wednesday 09 June 2004 23:30, Ampere K. Hardraade wrote:
The MD-11 is still in progress. The current version on the CVS is just a
plain model, and is lacking UVW mapping coordinates (because I didn't add
them). This is why you are seeing all those texture coordinate missing
messages. The
Hi,
I've got by cvs fg data today. My fg compiled from cvs a few days ago
doesn't see the new scenery.
So I've just done a new compilation from cvs. At first it gave:
bash-2.05b$ fgfs
Initializing OpenAL sound manager
WARNING: ssgLoad3ds: Texture coords missing.
WARNING:
On Thu, 4 Sep 2003, Curtis L. Olson wrote:
Probably worth some screen shots, but it looks nicer when everything
is moving. One thing I should warn people of, with these new tiles, I
kind of screwed up the road/river flattening. I came up with a tweak
to make that look *much* nicer ...
Curtis L. Olson wrote:
I also added support for displaced thresholds in genapts, so I need to
go through and recrunch those as well. Hopefully Erik can whip up
some appropriate textures for us.
Nice ! Are displaced threshold on grass runways supported too ?
-Fred
Jon Stockill writes:
On Thu, 4 Sep 2003, Curtis L. Olson wrote:
Probably worth some screen shots, but it looks nicer when everything
is moving. One thing I should warn people of, with these new tiles, I
kind of screwed up the road/river flattening. I came up with a tweak
to make that
Curtis L. Olson [EMAIL PROTECTED] wrote:
Anyway, what I have can be found here:
ftp://ftp.flightgear.org/pub/fgfs/Scenery-0.9.2/
Probably it would have been wise to coordinate the rename of the Scenery/
directory, so the ftp mirrors would not have to pull the complete
Scenery-0.7.9/
I have been fiddling around with the scenery building tools to
incorporate 30m SRTM data for N/S america, updated/current
airport/runway data based on the latest DAFIF cycle, updated taxiways,
lighting, and approach data, etc. Also included is vmap0 roads,
railroads, rivers, lakes, landc
Curtis L. Olson writes:
I have been fiddling around with the scenery building tools to
incorporate 30m SRTM data for N/S america, updated/current
airport/runway data based on the latest DAFIF cycle, updated taxiways,
lighting, and approach data, etc. Also included is vmap0 roads,
David Megginson writes:
Curtis L. Olson writes:
I have been fiddling around with the scenery building tools to
incorporate 30m SRTM data for N/S america, updated/current
airport/runway data based on the latest DAFIF cycle, updated taxiways,
lighting, and approach data, etc. Also
On Thu, 4 Sep 2003 16:15:48 -0500
Curtis L. Olson [EMAIL PROTECTED] wrote:
Yes.
Curt.
Is it worth a new screen shot?
Jon
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i regenerated the scenery for w130n30 using the 1 arcsec data
available from
http://edcwww.cr.usgs.gov/pub/data/srtm/United_States_1arcsec/1arcsec/
a lot of details show up now (like the hills of san francisco which i
am painfully aware they exist since i live there and walk almost every
day to
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